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Necrom (9.0.0)
Updated:07/30/23 05:02 PM
Created:04/26/16 04:14 PM
Monthly downloads:18,091
Total downloads:6,083,222
Favorites:1,678
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Categories:Combat Mods, Buff, Debuff, Spell, Character Advancement, Data Mods, Beta-version AddOns
Combat Metrics  Popular! (More than 5000 hits)
Version: 1.5.15
by: Solinur [More]
Info for PTS users: There might be issues when trying to load or save fights.

Dependencies

This addon requires the following libraries to be installed:

The following library is optional:

Additionally the package contains a sub module called CombatMetricsFightData.
This needs to be enabled in the ingame addon manager.
It will take care of saving combat data to keep it separately from your settings.

Description

I made Combat Metrics basically for two reasons. First to have a tool to analyse my fights in a useful and comfortable manner. The second was to provide more insightful and meaningful damage parses.

Combat Metrics is an addon to track your fights. You can use it to measure your DPS, you can analyse which skills make your DPS or who caused your incoming damage. You can also analyse the heals you received or cast. You can check which buffs and debuffs were running, how much magicka or stamina per second you used and regenerated. You can Analyse the Combat log, filter it to analyse specific issues.

Combat Metrics basically just records your fight during combat and analyses it when you attempt to view the statistics. That way I hope to keep the impact on the fps as low as possible. Since it saves the data of the whole fight, you might hit the lua memory limit especially when a lot of heavy fights are happening in a row (I suspect Cyrodil is a candidate). If you want to keep the impact on memory small you can select to only keep a few fights in storage. For minimal performance impact there is a light mode that only uses a minimum of resources to show you DPS and HPS of your current fight.

The main report window can be toggled by assigning a key to it or by typing /cmx into the chatbox.
You can also assign keys to post the damage per second (DPS) or healing per second (HPS) of your most recent fight to the chat. Alternatively you can use /cmx dps, /cmx sdps, /cmx mdps, /cmx alldps for automatic, single-target, multi-target or single + multitarget DPS respectively. You can use /cmx hps to post you healing per second.

I want to thank Atropos for letting me use his functions to build the user interface. Coolmodi's addons were also quite insightful especially for handling the event registrations. I also learned from the addons of Circonian and Spellbuilder. Finally I want to mention @EgoRush and all participants in his thread at Tamrielfoundry. The discussions there lead to my motivation for creating this addon.

Common Issues
Q: The main window won't show any statistics in PvP areas, how can I see them ?
A: disable "Light Mode in Cyrodil"
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Q: Why is Minor Savagery no shown?
A: It is ignored, since it is too spammy"
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Q: How are the effective stats like Spell Damage calculated?
A: Whenever a damage or heal event happens the current stats are noted. At the end of the fight a weighted average is calculated. For example you have a short fight where you only do two light attacks. The first one does 1000 Damage, the second one 2000. During the first attack you have 3000 Spell Damage, during the second you have 3600. Then the effective Spell Damage will be 3400 since the second attack does twice as much damage as the first, so the spell damage from that moment gets twice as much weight, compared to the first. For Critical Damage, only critical hits are considered. When you have a healing category selected, only healing events are considered"
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Q: How is overpenetration calculated and what does the tooltip show?
A: The overpenetration % is calculated as how much damage was done while the penetration was too high. In order to reproduce that number you'd have to look at each single damage event and check the current penetration. Also CMX cannot determine the resistance of targets. instead a fixed number is used (default: 18200) which can be changed in the settings. The effective penetration directly shown on the panel gives you a damage weighted average, where any penetration above the set cap (=target resistance mentioned above) is ignored.

When you open the tooltip, the average number you see is calculated like the effective number, but this time no penetration is ignored.
So there is a difference between "effective" which ignores anything past the target resistance and "average" which is just the damage weighted average.

Finally the table shows you which fraction of your damage was done at various penetration: "<18.2k: 42%" means that 42% of your damage in this fight was done while the penetration was below 18.2k, which means that 58% was done while above 18.2k, which with the default target resistance set to 18200 whould directly be the overpenetration value.
Lets assume some other lines for example show "14.2k: 22.1%" and "19.2k: 73.5%" then 22.1% of your damage was done while you were below 14.2k penetration, and 73.5 % was done while below 19.2k penetration. Since with many sources, many penetration values can be reached during a fight, steps are rounded to X.2k values to keep the list to a reasonable size while still providing a good picture how penetration was distributed during the fight."
Feedback

If you find a bug or another issue with Combat Metrics, please report errors in the comments here, in game (@Solinur (EU-PC)) or on Github.
Solinur (EU)
Version 1.5.15
  • Added Runic Sunder to penetration ability tracking. That one somehow slipped through so far.

Version 1.5.14
  • Added support for Force of Nature (by popular request). This includes adding tracking for all status effects. A dummy debuff with stacks will be shown, to show the combined uptime.

Version 1.5.13
  • Fixed an issue where filter buttons in the combat log were inaccessible (Thx to virtus753 for the report)

Version 1.5.12
  • Fixed an issue were the top row buttons were unclickable (Thx to Sizzyy for the report)

Version 1.5.11
  • Update for Scribes of Fate (API 101037)

Version 1.5.10
  • Added special tracking for Z'en, to show achieved stacks in the buff panel. It uses the same tracking method as ExoYs ExoYs ProcSet Timer and TouchOfZen. Let me know if any source for Z'en is missing.
  • Added special tracking for the Spell/Weapon Damage modifying portion of Seething Fury. It is shown with a square version of the icon and named "Seething Fury (Buff)".

Version 1.5.9
  • Updated critical damage calculation to reflect warden changes with Update 36 (Thanks to SkinnyCheeks and Baumlaus for the reminders)
  • Updated fonts to fix an issue when using Chinese locale
  • Added compatibility with Lost Depths (API 101036).

Version 1.5.8
  • Adjusted crusher value on target dummy to reflect the change in Update 35 (Thanks to zvavi for the hint)

Version 1.5.7
  • Added compatibility with Lost Depths (API 101035).
  • Updated Alkosh and Elemental Catalyst for the Trial Dummy (Thanks @ToxicKitty135 for the hint)

Version 1.5.6
  • Fixed a Lua error appearing on PTS (Note: Adjustments for the Trial Target Dummy will be implemented with the next uodate)
  • Fixed an issue where short cast time abilities showed wrong weaving statistics (Thanks SkinnyCheeks for the hint)

Version 1.5.5
  • Added compatibility with High Isle (API 101034).
  • Added settings to adjust the values used for Alkosh and Tremorscale as their strength can not be determined if they are not cast by the player.
  • Removed an error message, complaining about LibFeedback missing, although it is no longer a dependency.
  • Fixed an issue where the account name and date could be cut off in the status bar at the bottom.

Version 1.5.4
  • Fixed an issue where category buttons were unresponsive, due to some faulty code that mysteriously worked for years. (Thx to LordKruxis for the bug report)

Version 1.5.3
  • Added tracking of Major Brittle for Critical Damage Bonus.

Version 1.5.2
  • Fixed an issue with a lua error introduced in last patch.

Version 1.5.1
  • Fixed an issue where the live report could pop up randomly. (Thx to chaozzblade for reporting the issue)

Version 1.5.0
  • Added tracking for Critical Damage Bonus of Warden's "Glacial Presence"
  • Changed the way the effective Critical Damage Bonus is calculated (It is now similar to the way Penetration values are calculated and shown). It will now consider the cap of 125% when calculating the effective value. The actual average and a breakdown of the portion of damage done at different values are shown in the tooltip.

Version 1.4.6
  • Fix an issue that appeared when using the graph resulting in a lua error
  • Added Crimson Oath to penetration ability tracking.
  • Fixed an issue, where incorrect durations were calculated for stackable abilities when only a few stacks got removed (e.g. Harpooner's Wading Kilt).

Version 1.4.5
  • Added tooltips to Live Report Window to indicate what each of the panels shows.
  • Changed the single target DPS panel to show boss DPS instead during boss fights.
  • Fixed rescaling of live report window.
  • Fixed an issue in logs where one could not scroll to bring the top into view.

Version 1.4.4
  • Added chinese locale. Thanks to Juijote for providing the translation.
  • Added ability IDs to log when the "debug IDs" setting is enabled.

Version 1.4.3
  • Fixed an issue where the uptime of stackable buffs was incorrectly calculated when you entered fights with more stacks than one already active.
  • Updated crit damage value for Elemental Catalyst
  • API bump to Blackwood (100035)

Version 1.4.2
  • Fixed an issue where penetration values on Trial dummy where incorrect, when using LUI extended (Thx to xfroggerx for reporting this)

Version 1.4.1
  • Fixed inconsistent version numbers

Version 1.4.0
  • Added tracking of target based stat modifiers (Elemental Catalyst, Minor Brittle and Spell Strategist)
  • Added support for target dummies. They are detected via a unique version of Minor Sorcery, which they apply to you every second. For target dummies a selection of debuffs is assumed with 100% uptime
  • Removed tracking of Alkosh penetration amount, as it now works in a way where it is no longer possible to detect the exact amount of penetration applied. Instead the maximum value is always assumed, which should be fine, since the value is reached quite often.
  • Fixed an issue where stats where shown as 0. This happened especially when wearing Band of Malacath, where the zero crit rate value silently broke some calculations. (Thx to shira for pointing this out)

Version 1.3.4
  • Finally fixed an issue where effective penetration values were often significantly too low.
  • Added italian translation by Dusty82. Thanks!
  • Added an asterisk and tooltip to critical damage bonus display, to indicate that the value might be overestimated. The API doesn't allow to detect when one is flanking a target, so it is simply assumed flanking is always happening.
  • Added protection to avoid a rare lua error.

Version 1.3.3
  • Fixed an issue where too big weaving times were shown for channeled or casttime abilities which are faster than one second. (Thx to Liko for reporting this.)

Version 1.3.2
  • Fixed a lua error which appeared when showing resources in the graph

Version 1.3.1
  • Fixed a lua error which appeared for players using custom languages.
  • Fixed a lua error which appeared for tooltips of CP 1.0 stars.

Version 1.3.0
  • Added support for CP 2.0. Parses done with CP 1.0 will be shown in the old style (but without tooltips).
  • Updated the system to calculate effective Stat values. This is also done to allow future implementations of advanced stats, which are recorded already but not shown yet.
  • Fixed some skill timing issues with vampire toggle.
  • API Bump to Flames of Ambition (100034)

Version 1.2.6
  • Added Skill Timings for the werewolf bar. You can toggle it on via a button on the top right of the skill analysis. The button will be hidden, when werewolf wasn't used.
  • Fixed an issue where Crystal Fragment Proc casts were not being tracked properly.
  • Fixed a typo where the output string when posting buff uptimes would refer to HPS instead.

Version 1.2.5
  • Fixed an issue, where a lua error appeared during opening of the main report window, due to misformed saved variables introduced in an old version.
  • Added an option to reset the settings to default in the addon settings menu.

Version 1.2.4
  • Fixed an issue, where a lua error appeared when loading the fight list.

Version 1.2.3
  • Fixed an issue, where max/min hits weren't working. You can use recalculate fight via the option button to fix it for saved fights. (thx to Eymix for the report)

Version 1.2.2
  • Fixed some inconsistencies in shown DPS numbers.

Version 1.2.1
  • Reworked display of thin lines by using textures. This should result in more consistent display of line UI elements.
  • Fixed an issue, where damage to shields was awarded twice for total DPS (You can use recalculate fight via the option button to fix it for saved fights from version 1.2.0).

Version 1.2.0
  • Added colorization of enchant quality in the item overview panel. (Thx to Rhyono for the code)
  • Reworked the feedback menu. It's now accessed by a new button "S" that will also be implemented in my other addons sooner or later. As a consequence the dependency for LibFeedback (along with it's own dependency LibStub) has been dropped.
  • Fixed an issue that would prevent some preapplied buffs to be registered. (For example Minor Force when wearing Medusa or potions taken before combat start)
  • Added a workaround for Minor Magickasteal. Since the API currently reports the wrong source, it will always be shown as a buff added by a group member.
  • Fixed an issue where Blastbone casts were not registered.

Version 1.1.2
  • Added Crystal Weapon and Breach/Fracture Poisons resistance debuffs to be recognized for penetration stat calculations
  • Fixed Minor/Major Breach not being considered as physical resistance debuff

Version 1.1.1
  • Fixed an issue with Grim Focus and its morphs for the reworked skill timing and weaving stat

Version 1.1.0
  • Reworked skill timing and weaving stats. Now only one weaving time is shown, it shows the time wasted when weaving a skill, i.e. the gap between the global cooldowns or cast times of the skill and the following one. For light attacks it shows the time until the next skill was cast (it can sometimes show small negative values due to the way the API works). A new column "miss" will show the number of missed light/heavy attacks after a skill. In case of LA/HA it shows the number of times no skill has been casted between two subsequent LA/HA attacks.
  • In the log you can now see for casts when an input was registered, an early input automatically activated (from queue) and the cast actually fired.
  • While some of the weaving stats are also shown for old fights, recalculating an old fight will remove the stats.
  • Added new buff values for Minor/Major Breach for penetration calculation in the new patch (Already works on PTS)
  • API Bump to Markath

Version 1.0.9
  • Renamed the left part of the the stat summary to "effective" instead of "mean" which is more accurate.
  • Changed the effective penetration value to cap values at the total unit resistance (can be changed in settings, default = 18200) during the calculation.
  • The old "cap-ignorant" penetration average is now shown in the tooltip
  • Requires LibCombat version 33
  • [LibCombat] Corrected the calculation for the critical damage bonus to mind the new values from shadow mundus. It will now extract the value from the same tooltip which you can see in the character window, instead of using a hard coded base value and the extracted bonus from divine pieces.

Version 1.0.8
  • Prevented a lua error which appeared when Alkosh values were unkown. Instead a warning is shown via LibDebugLogger. (Thx to Citizen for reporting)
  • Added LibCombat version to version string
  • Made some adjustments to the tooltip of penetration values to improve readability
  • Requires LibCombat version 32 to ensure Alkosh tracking is working

Version 1.0.7
  • API Bump to Stonethorn (100032)
  • Added tracking of the new Alkosh penetration debuff
  • Added tracking of Tremorscale penetration debuff

Version 1.0.6
  • Fixed an issue with russian fonts for real this time

Version 1.0.5
  • Put back tracking of skill timings for Necro Siphon since it is back on GCD
  • Removed tracking of skill timing for Blood Frenzy and it's morphs, since they are off the GCD
  • Fixed an issue with russian fonts
  • put in checks to prevent unreasonably sized windows after resizing
  • fixed some issues that occured after resizing the live report window

Version 1.0.4
  • Fixed an issue where streaming the log to chat was not working.
  • Fixed an issue where a lua error would appear during fight calculation.
  • Removed preliminary code to handle penetration given by the new Piercing Spray set (vAS Bow). As this is a conditional resistance modifier it is more complicated to implement and will be added in a future patch.
  • Added handling for a lua error that would show if libdebuglogger wasn't up to date.

Version 1.0.3
  • Fixed an issue causing a lua error when previous saved vars didn't exist (e.g. new char or when they were deleted)
  • Fixed an issue where icons where missing in the buff panel for older fights

Version 1.0.2
  • Improved some code for posting to chat (thx @Scootworks)
  • Fixed missing buff/debuff Icons in graph

Version 1.0.1
  • Fixed a lua error that happened when showing Parses.
  • some small fixes
  • renamed Cyrodil options to PvP for clarification (They work for Cyrodil and BGs now)

Version 1.0.0
  • Rewrote buff/debuff calculation system. It can now handle cases of stacked buffs or minor/major buffs from various sources properly.
  • In the buff/debuff display you can now open/collapse buffs with additional data (like uptimes of individual stacks, different sources)
  • If a buff has multiple stacks the total uptime now reflects the maximum number of stacks and their averaged uptime. This allows to directly calculate the benefit of this buff. E.g. for Siroria given 20 stacks with a total uptime shown of 53% the total benefit is 20 * 0.53 multiplied by the sets spell damage bonus.
  • Added skill input lag to skill timing events. It shows the time difference between activating a skill on your bar and the skill actually firing.
  • Added performance stats in form of ping and fps. Together with input lag their averages are shown at the bottom of the main window and can also be viewed in the graph and the log
  • Added deaths and resurrections to combat log. To show them you have to allow info messages (which also show weapon swaps).
  • Combat Metrics now optionally depends on libdebuglogger. It is set up to handle all debug output and also saves them for later review. When it is not installed no debug output will be shown. Consequently, the debug settings have been removed.
  • The size of the main report window can now be changed by dragging the corners/edges.
  • The settings that apply when the player is in cyrodil, now also include battlegrounds.
  • Additional minor fixes and performance improvements.

Version 0.9.18
  • Fixed a lua error that occured when saving fights with bosses.

Version 0.9.17
  • Added an error handler for the issue when a too old version of LibFeedback is installed. When you see it, please update LibFeedback to the latest version.

Version 0.9.16
  • Fixed a bug introduced in last version that could cause display issues with dividers and several lua errors (graph display, combat log). (Thx at Benny and others for reporting this)

Version 0.9.15
  • Fixed an issue with skill timings due to the Necromancers siphon ignoring the global cooldown.
  • Added a notification icon on the fight report window to help me finding players for my raid group. At the moment it's only shown sometimes on german clients and can be disabled.

Version 0.9.14
  • Added an option to show display names (@names) in the fight reports.
  • Added an option to toggle pets shown in heal panels in the fight report window. You can also set it via the settings menu in the opened fight report window.

Version 0.9.13
  • Fixed a few issues caused by some ability ids that were removed by ZOS. (Thx to SnakE for the report)
  • If you see some irregularities regarding stats (like penetration or critical damage), please let me know.
  • Combat Metrics will now generally require the latest version of LibCombat, please make sure to update both.

Version 0.9.12
  • Fixed an issue where in the incoming damage page inconsistant data was shown. You can now select to show block or crit data with the % column adjusting accordingly.
  • Average column can now also show the average block values.
  • Let me know if you'd find block statistics also useful for the damage out page.

Version 0.9.11
  • Removed embedded libraries. Please install them yourself. Check the Addon description page for a list of required libraries.
  • Fixed a display issue in fight stats panel
  • Some code formatting and cleanup
  • Small fixes to prevent rare lua errors

Version 0.9.10
  • Added a fix to fix the fix. I shouldn't try fixing from work where I can't check ingame if I didn't break things :D.
  • Combined instances of different spellings of Off Balanced so they are treated as always.
  • Updated LibAddonMenu

Version 0.9.9
  • Added a fix to prevent the lua error introduced in last update

Version 0.9.8
  • added a small fix to LibCombat to properly detect Soul Trap activations on both magicka and stamina chars.
  • Info: The next update will remove bundled libraries. This won't affect internal libraries (CombatMetricsFightData and LibCombat).

Version 0.9.7
  • API Bump to Dragonhold (100029)
  • Added bossfight to LIBCOMBAT_EVENT_FIGHTRECAP callback object by request
  • Added a warning to stream log to chat option to indicate that it uses quite a lot of CPU.

Version 0.9.6
  • Made some performance improvements. (thx to @andy.s for the idea)
  • Attempted a fix where the fight could reset once you enter a portal in the Nahviintaas fight.
  • Replaced enchants with poison in equip overview when a poison was equipped.
  • Updated Libraries

Version 0.9.5
  • Fixed an issue where heal ratio in live report was always 0%.
  • Fixed an issue where group heal amount in fight report was always 0.
  • Added Entropy and Soul Trap ability detection for Scalebreaker.

Version 0.9.4
  • Added total weapon and skill attacks on info panel.
  • Add an option to show absolute heal (= effective + overheal) to live report window. it can be accessed in the addon settings or via the cogwheel button in the fight report window.
  • Added an option to show absolute heal in ability panel
  • Added some code to ensure functionality with scale breaker due to API changes
  • Updated French translation (thx to @Floliroy)
  • Fixed an issue where fights were not completely loaded
  • Fixed cast delay of channeled and cast time abilities
  • Fixed a rounding issue on combat time
  • Fixed an issue where the main window position was changing between relog / reloadui
  • Fixed an issue that resulted in a lua error or wrong data when posting the DPS to a selection of units.
  • Fixed an issue that resulted in wrong versions to be sent when submitting feedback ingame

Version 0.9.3
  • Fixed an issue where divine armour pieces were not detected correctly on languages which use comma as decimal separator. Thx again to @Pymad for pointing this out.

Version 0.9.2
  • Fixed an issue where divine armour pieces were not detected correctly, when calculating bonus from shadow mundus.
  • Fixed base value of shadow mundus. ( I relied on a bad source :( )
  • Fixed an issue where shadow mundus was still considered active when it was actually removed during the session.
  • Fixed an issue where critical damage passive bonus was incorrectly awarded in the calculation even when it was not available or active
  • Thx to @Pymad for reporting the issue which made me find all of those bugs.

Version 0.9.1
  • Updated brazilian localozation (Thx @FelipeS11)
  • Fixed version numbers

Version 0.9.0
Added a new Info panel.
  • It shows the Equipment, CP, and Skills used in the selected fight.
  • For the skill panel "Weaving Metrics" are shown. They give some info on how fast you are able to cast subsequent abilities and the average time between two subsequent casts of the same ability.
  • Also some stats about how much time was spent and how much damage was done on each bar are shown. Werewolf is not supported at the moment but will be added in the future.
Added a new Graph panel.
  • Here you can view how DPS or HPS developed over time. You can also show Resources (e.g. Magicka) or Stats (e.g. Spell Damage).
  • You can click on the colour boxes on the left to change the colours of the plots.
  • When you select buffs/debuffs in the buff panel, while the graph panel is shown, the buff uptime will also be visualized in the graph.
  • By drawing a rectangle you can zoom in, a right click resets the zoom.
  • You can also directly edit the maximum and minimum value of the left Y axis by double clicking on it.
  • To activate a cursor with a tooltip that shows the exact numbers, toggle the icon next to the enlarge button.
Other Changes:
[list][*] API Bump to Elsweyr (100027)[*] Note that some of the new features only work for new fights, but not for saved fights.[*] Elsweyr only: Added Overheal to healing category. All heal values will generally refer to effective (i.e. actually HP restoring) heal. Overheal and the absolute heal (i.e. effective + overheal) can be viewed in the healing category of the big fight report. Let me know if you need a display on the livereport, I could add it if necessary.[*] Uptime % in the (De-)Buffs Out Panel are now considered towards the total time the respective units have been engaged in combat. This should lead to more reasonable results when you fight different bosses in succession (e.g. the iterations of Z'Maja in Cloudrest). It won't however help for fights where units are inactive in between (e.g. The minibosses in Asylum)[*] When in a healing category, the "(De-)buffs out" panel now also considers the uptime of yourself[*] Some of the columns in the abilities panel can now be changed. They are coloured in a bright yellow. You can for example choose to show the minimum hit instead of the maximum or show the average critical hit instead of the overall average hit. Just try them out![*] Added more options in the Combat Log. This includes Skill activations and for boss fights the remaining %HP.[*] Added accountname to the bottom info bar[*] Added a feedback/donation entry to the options menu on the fight report window, providing convenient access to give feedback in case you have suggestions or issues to report.[*] Added an option to go to the addon settings from the options menu on the fight report window.[*] Right click is no longer used to reset the selection in the different list panels, instead this is now set to the 3rd mouse button. [*] Added an option to post DPS/HPS to a selection of targets. When posting data for one unit only, the name of that unit is shown.[*] When right clicking a unit while in the DPS out panel, you can now post the DPS to that unit or all units that share that name. Big Thanks to @Letho for the idea and help with this.[*] Added an option to post Buff uptime (right click on buff).[*] Buff uptime from the "(De-)buffs out" panel can also be directly posted for all bosses or group members without the need to select them in the unit panel first
(Note: You can also just click on a single unit to select it and then click again on it to deselect it)
Optional Files (0)


Archived Files (137)
File Name
Version
Size
Uploader
Date
1.5.14
179kB
Solinur
05/15/23 04:18 PM
1.5.13
179kB
Solinur
03/15/23 06:58 AM
1.5.12
179kB
Solinur
03/13/23 08:47 AM
1.5.11
179kB
Solinur
03/12/23 05:49 PM
1.5.10
179kB
Solinur
12/19/22 03:10 PM
1.5.9
179kB
Solinur
11/09/22 05:04 PM
1.5.8
179kB
Solinur
09/15/22 03:09 PM
1.5.7
179kB
Solinur
08/24/22 02:35 PM
1.5.6
174kB
Solinur
07/18/22 04:02 PM
1.5.5
174kB
Solinur
06/03/22 03:24 PM
1.5.4
173kB
Solinur
04/19/22 10:14 AM
1.5.3
173kB
Solinur
04/04/22 04:40 PM
1.5.2
173kB
Solinur
01/19/22 06:36 AM
1.5.1
173kB
Solinur
01/18/22 05:37 PM
1.5.0
173kB
Solinur
11/14/21 07:09 AM
1.4.6
173kB
Solinur
09/16/21 04:59 PM
1.4.5
173kB
Solinur
08/22/21 02:45 PM
1.4.4
172kB
Solinur
07/05/21 04:06 PM
1.4.3
160kB
Solinur
06/09/21 01:50 PM
1.4.2
160kB
Solinur
05/09/21 05:39 AM
1.4.1
160kB
Solinur
04/17/21 04:08 PM
1.4.0
160kB
Solinur
04/17/21 04:00 PM
1.3.4
159kB
Solinur
03/15/21 05:56 PM
1.3.3
153kB
Solinur
03/12/21 06:22 PM
1.3.2
153kB
Solinur
03/09/21 04:55 PM
1.3.1
153kB
Solinur
03/07/21 07:47 AM
1.3.0
152kB
Solinur
03/04/21 05:54 PM
1.2.6
147kB
Solinur
01/30/21 07:04 AM
1.2.5
146kB
Solinur
12/27/20 02:25 PM
1.2.4
145kB
Solinur
12/27/20 09:33 AM
1.2.3
145kB
Solinur
12/26/20 11:42 AM
1.2.2
145kB
Solinur
12/25/20 02:54 PM
1.2.1
145kB
Solinur
12/13/20 03:13 PM
1.2.0
141kB
Solinur
12/02/20 05:19 PM
1.1.2
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Solinur
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Unread 06/10/22, 11:39 PM  
Calpurrnia
 
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For what it's worth, several of my guildies and I have been testing this and it seems like the CMX numbers are more accurate than the ZOS numbers. When you multiply the total seconds (which both agree on, plus or minus 1 second) by the DPS numbers (which they differ on - ZOS's is consistently higher by several thousand), you should get the total health of the enemy you were fighting.

Here are two test runs I just did, for comparison:

Example: Trial dummy (20.9m total health)
CMX: 58,553 DPS x 5:58 (358 sec) = 20,961,974 damage
ZOS: 62,694 DPS x 5:59 (359 sec) = 22,507,146 damage

Obviously I'm not doing 22 million damage on a 20.9 mil dummy. CMX's numbers make sense, ZOS's don't.

Example 2: Bone Goliath dummy (6m total health)
CMX: 30,317 DPS x 3:18 (198 sec) = 6,002,766 damage
ZOS: 36,137 DPS x 3:19 (199 sec) = 7,191,263 damage

Similarly, I'm not doing an extra 1.2 million damage on a 6m dummy. CMX's numbers make sense but not ZOS's.


ESO logs also matches up with CMX and not ZOS numbers.


Sorry to disappoint the guy whose DPS is down 10k in the new patch... :P
Last edited by Calpurrnia : 06/10/22 at 11:46 PM.
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Unread 06/10/22, 06:30 PM  
Solinur
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Re: Re: Re: Re: Re: ZOS Trial Dummy DPS vs. CM DPS

Originally Posted by Amma Rokk
I'd think ZOS was accurate, it's giving me similar numbers as pre patch, but CMX giving me 10k lower than pre patch.
I will have a look at it.
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Unread 06/10/22, 06:12 PM  
Amma Rokk
 
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Re: Re: Re: Re: ZOS Trial Dummy DPS vs. CM DPS

Originally Posted by Solinur
Originally Posted by al-Khizr
Originally Posted by Solinur
Originally Posted by al-Khizr
Post-High Isle, is anyone else seeing large discrepancies between what the Trial Dummy reports as one's DPS vs. what Combat Metrics gives us? I'm consistently seeing the game giving me 10K more DPS than CM. I can post results if this proves to be common.

And thanks for maintaining a very critical add-on for us!
Yes, I have heard of that but have been assured that the ingame tool is broken, not CMX. You can probably check this by logging an attempt and compare with esologs.
Thanks! I had assumed that CMX was giving us a much more accurate report than ZOS.
I find it actually more suprising that the ZOS tool which is maybe 50 lines of code is inaccurate now and CMX is fine. But I didn't have time to investigate this yet. I will give it a check soon though to see whats going on.
I'd think ZOS was accurate, it's giving me similar numbers as pre patch, but CMX giving me 10k lower than pre patch.
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Unread 06/08/22, 06:55 AM  
Solinur
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Re: Re: Re: ZOS Trial Dummy DPS vs. CM DPS

Originally Posted by al-Khizr
Originally Posted by Solinur
Originally Posted by al-Khizr
Post-High Isle, is anyone else seeing large discrepancies between what the Trial Dummy reports as one's DPS vs. what Combat Metrics gives us? I'm consistently seeing the game giving me 10K more DPS than CM. I can post results if this proves to be common.

And thanks for maintaining a very critical add-on for us!
Yes, I have heard of that but have been assured that the ingame tool is broken, not CMX. You can probably check this by logging an attempt and compare with esologs.
Thanks! I had assumed that CMX was giving us a much more accurate report than ZOS.
I find it actually more suprising that the ZOS tool which is maybe 50 lines of code is inaccurate now and CMX is fine. But I didn't have time to investigate this yet. I will give it a check soon though to see whats going on.
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Unread 06/08/22, 06:16 AM  
al-Khizr
 
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Re: Re: ZOS Trial Dummy DPS vs. CM DPS

Originally Posted by Solinur
Originally Posted by al-Khizr
Post-High Isle, is anyone else seeing large discrepancies between what the Trial Dummy reports as one's DPS vs. what Combat Metrics gives us? I'm consistently seeing the game giving me 10K more DPS than CM. I can post results if this proves to be common.

And thanks for maintaining a very critical add-on for us!
Yes, I have heard of that but have been assured that the ingame tool is broken, not CMX. You can probably check this by logging an attempt and compare with esologs.
Thanks! I had assumed that CMX was giving us a much more accurate report than ZOS.
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Unread 06/08/22, 05:36 AM  
Solinur
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Re: ZOS Trial Dummy DPS vs. CM DPS

Originally Posted by al-Khizr
Post-High Isle, is anyone else seeing large discrepancies between what the Trial Dummy reports as one's DPS vs. what Combat Metrics gives us? I'm consistently seeing the game giving me 10K more DPS than CM. I can post results if this proves to be common.

And thanks for maintaining a very critical add-on for us!
Yes, I have heard of that but have been assured that the ingame tool is broken, not CMX. You can probably check this by logging an attempt and compare with esologs.
Last edited by Solinur : 06/08/22 at 05:36 AM.
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Unread 06/08/22, 05:34 AM  
al-Khizr
 
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ZOS Trial Dummy DPS vs. CM DPS

Post-High Isle, is anyone else seeing large discrepancies between what the Trial Dummy reports as one's DPS vs. what Combat Metrics gives us? I'm consistently seeing the game giving me 10K more DPS than CM. I can post results if this proves to be common.

And thanks for maintaining a very critical add-on for us!
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Unread 05/30/22, 08:31 AM  
Solinur
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Re: Re: Re: Re: Re: Ability to position add-on

Originally Posted by uhmorphous
Originally Posted by Solinur
Originally Posted by uhmorphous

Hi, thanks. It's a small black strip that actually doesn't disappear when I move, it disappears when I go into, say, settings or any other action that freezes the active screen, when I can usually grab a window to reposition it. Hope that helps.
Yes, that is the Live Report Window. Its intended to only show out of menus, otherwise it might block parts of the interface like inventory or character screen. Just press "." to activate the mouse cursor and make sure its lock setting is not active in the addon settings. Then you should be able to move it. Pressing Enter to start chat entry should activate the mouse too.
Sooo, you know those periods of time where work sucks the gray matter out of your brain, leaving you a zombified shell? What better time to go in-game and muck about? I read this in my after-work stupor and with my knuckle-dragging response, was like, "yup, did that, did that, did... wowww. Really? REALLY?!!!"

I can't stop laughing. I cannot believe I skipped the most rudimentary UI step evar.

Well, thank you. Tail tucked, back to work, and OMG you have the patience of... someone with a LOT of patience.

This knuckle dragger is now going to get ready for work (which is one keyboard and one screen away from me). Double Pay Memorial Day is here!

Seriously, thank you, and Happy Memorial Day.
Don't worry, I know that zombie-like feeling all too well. Glad I could help.
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Unread 05/30/22, 08:08 AM  
uhmorphous

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Re: Re: Re: Re: Ability to position add-on

Originally Posted by Solinur
Originally Posted by uhmorphous

Hi, thanks. It's a small black strip that actually doesn't disappear when I move, it disappears when I go into, say, settings or any other action that freezes the active screen, when I can usually grab a window to reposition it. Hope that helps.
Yes, that is the Live Report Window. Its intended to only show out of menus, otherwise it might block parts of the interface like inventory or character screen. Just press "." to activate the mouse cursor and make sure its lock setting is not active in the addon settings. Then you should be able to move it. Pressing Enter to start chat entry should activate the mouse too.
Sooo, you know those periods of time where work sucks the gray matter out of your brain, leaving you a zombified shell? What better time to go in-game and muck about? I read this in my after-work stupor and with my knuckle-dragging response, was like, "yup, did that, did that, did... wowww. Really? REALLY?!!!"

I can't stop laughing. I cannot believe I skipped the most rudimentary UI step evar.

Well, thank you. Tail tucked, back to work, and OMG you have the patience of... someone with a LOT of patience.

This knuckle dragger is now going to get ready for work (which is one keyboard and one screen away from me). Double Pay Memorial Day is here!

Seriously, thank you, and Happy Memorial Day.
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Unread 05/30/22, 01:49 AM  
Solinur
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Re: Re: Re: Ability to position add-on

Originally Posted by uhmorphous

Hi, thanks. It's a small black strip that actually doesn't disappear when I move, it disappears when I go into, say, settings or any other action that freezes the active screen, when I can usually grab a window to reposition it. Hope that helps.
Yes, that is the Live Report Window. Its intended to only show out of menus, otherwise it might block parts of the interface like inventory or character screen. Just press "." to activate the mouse cursor and make sure its lock setting is not active in the addon settings. Then you should be able to move it. Pressing Enter to start chat entry should activate the mouse too.
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Unread 05/29/22, 04:57 PM  
uhmorphous

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Re: Re: Ability to position add-on

Originally Posted by Solinur
Originally Posted by uhmorphous
Hi, and thanks for this add-on. I'm preparing to use it for the first time, and was hoping to be able to reposition it on-screen. Right now it's almost in the middle of the screen, and I'm unable to grab it to reposition, as it disappears when I'm static.

For now, I have it disabled so it doesn't show on screen, but when I do use it, is there a way to grab it and reposition?

Thanks.
Hi, I'm not sure which window you mean. The small box, the live report window (second screenshot in the addon description), can be dragged around as long as the settings (Live Report Window > Lock) allow it.

The big window, the fight report, (first screenshot) can be repositioned if you click on the top part where the title is.
The fight report is not meant to be active all the time, thats why it disappears when you move. You can either bind a key to toggle it or you type "/cmx" and then inspect your recent fights.

I hope that solves your issues
Hi, thanks. It's a small black strip that actually doesn't disappear when I move, it disappears when I go into, say, settings or any other action that freezes the active screen, when I can usually grab a window to reposition it. Hope that helps.
Last edited by uhmorphous : 05/29/22 at 04:58 PM.
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Unread 05/29/22, 03:18 AM  
Solinur
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Re: Ability to position add-on

Originally Posted by uhmorphous
Hi, and thanks for this add-on. I'm preparing to use it for the first time, and was hoping to be able to reposition it on-screen. Right now it's almost in the middle of the screen, and I'm unable to grab it to reposition, as it disappears when I'm static.

For now, I have it disabled so it doesn't show on screen, but when I do use it, is there a way to grab it and reposition?

Thanks.
Hi, I'm not sure which window you mean. The small box, the live report window (second screenshot in the addon description), can be dragged around as long as the settings (Live Report Window > Lock) allow it.

The big window, the fight report, (first screenshot) can be repositioned if you click on the top part where the title is.
The fight report is not meant to be active all the time, thats why it disappears when you move. You can either bind a key to toggle it or you type "/cmx" and then inspect your recent fights.

I hope that solves your issues
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Unread 05/28/22, 09:11 AM  
uhmorphous

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Ability to position add-on

Hi, and thanks for this add-on. I'm preparing to use it for the first time, and was hoping to be able to reposition it on-screen. Right now it's almost in the middle of the screen, and I'm unable to grab it to reposition, as it disappears when I'm static.

For now, I have it disabled so it doesn't show on screen, but when I do use it, is there a way to grab it and reposition?

Thanks.
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Unread 04/26/22, 03:19 PM  
Solinur
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Re: Hide live window out of combat?

Originally Posted by bizzy401
Sorry if I missed it, but is there a way to hide the live window display out of combat?

Thanks for the great mod.
For now there is no setting to hide it when out of combat. But there is a keybind to hide it.
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Unread 04/26/22, 02:54 PM  
bizzy401
 
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Hide live window out of combat?

Sorry if I missed it, but is there a way to hide the live window display out of combat?

Thanks for the great mod.
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